I'm glad to hear this as well!
It's a 1920x1080 screen. Have a good one!
grosscong
Recent community posts
Modern indie horror vibes Vampire Night was something I didn't know I needed. The demo has a very strong concept, but the only downsides I've seen so far are:
- Perhaps due to my screen, a couple of the encounters has the enemy weakspot offscreen when they get close.
- The angel enemy has their tentacle set on "invisible" until it sprouts. The thing is that it seems to be "moving" in the swaying pattern anyways, resulting in times where the angel's tentacle is in an unshootable angle throughout all its "leaning close" animation. The solution is to rapid fire it in the head and disregard the weakspot, but I find it frustrating that such a good pattern goes to waste. Perhaps if the tentacle remained "idle" while it is invisible and started the pattern only after sprouting it would help a lot.
- When the enemies are far away (or when you try hitting something in the environment that's far) the tendril starts going a bit crazy on where am I pointing (or rather the visual feedback for it( specially when it hits invisible walls outside of the playing field. I think not many shooters have this trouble because the guns are not physical objects, but I'm sure you'll find a workaround.
Now, to balance out the negatives, some positives:
*The idea behind the weakspot and the ammo management is super ingenious, it will prove amazing for future enemy design, as what is already here is exceptional.
*Bosses' weakspots being harder to hit but serving as emergency ammo fills (plus critical hits( is also supercreative. I also like that the patterns are playful and play around with precision instead of always being a lazy slowmo screen like most modern shooters.
*The fact that the tougher route on the rooftops demand that you don't heal is such a genius move.Also, that each route feels dinstinct both in scenery and encounters is appreciated.
*The fact that you keep the story intriguing, but that the cutscenes are snappy as if it truly was an arcade is a balance I was not expecting. Also, kudos for making the stage clear screen blend in with an imposing cutscene shot. Last time I felt mesmerized by something so trivial it was back in the ps2 Time Crisis games, and the SMTish vibes only tops it off.
Best of luck with development, you're making something really special here.
Greetings. I already announced it on twitter, but I thought it might come handy here:
I made an Spanish patch of the game (meaning, you have to download the original game first, then apply it(
https://poserspaposers.blogspot.com/2023/09/i-cannot-drown-parche-de-traduccion-...
It was a very enjoyable experience, thank you for making it.